Assignment for RMIT Mixed Reality in 2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

270 lines
11 KiB

// Wheel|Controls3D|100062
namespace VRTK
{
using UnityEngine;
using GrabAttachMechanics;
/// <summary>
/// Attaching the script to a game object will allow the user to interact with it as if it were a spinnable wheel.
/// </summary>
/// <remarks>
/// The script will instantiate the required Rigidbody and Interactable components automatically in case they do not exist yet.
/// </remarks>
/// <example>
/// `VRTK/Examples/025_Controls_Overview` has a collection of wheels that can be rotated by grabbing with the controller and then rotating the controller in the desired direction.
/// </example>
[AddComponentMenu("VRTK/Scripts/Controls/3D/VRTK_Wheel")]
[System.Obsolete("`VRTK.VRTK_Wheel` has been deprecated and can be recreated with `VRTK.Controllables.ArtificialBased.VRTK_ArtificialRotator`. This script will be removed in a future version of VRTK.")]
public class VRTK_Wheel : VRTK_Control
{
/// <summary>
/// The grab attach mechanic to use.
/// </summary>
public enum GrabTypes
{
/// <summary>
/// Utilise the track object grab mechanic.
/// </summary>
TrackObject,
/// <summary>
/// Utilise the rotator track grab mechanic.
/// </summary>
RotatorTrack
}
[Tooltip("An optional game object to which the wheel will be connected. If the game object moves the wheel will follow along.")]
public GameObject connectedTo;
[Tooltip("The grab attach mechanic to use. Track Object allows for rotations of the controller, Rotator Track allows for grabbing the wheel and spinning it.")]
public GrabTypes grabType = GrabTypes.TrackObject;
[Tooltip("The maximum distance the grabbing controller is away from the wheel before it is automatically released.")]
public float detatchDistance = 0.5f;
[Tooltip("The minimum value the wheel can be set to.")]
public float minimumValue = 0f;
[Tooltip("The maximum value the wheel can be set to.")]
public float maximumValue = 10f;
[Tooltip("The increments in which values can change.")]
public float stepSize = 1f;
[Tooltip("If this is checked then when the wheel is released, it will snap to the step rotation.")]
public bool snapToStep = false;
[Tooltip("The amount of friction the wheel will have when it is grabbed.")]
public float grabbedFriction = 25f;
[Tooltip("The amount of friction the wheel will have when it is released.")]
public float releasedFriction = 10f;
[Range(0f, 359f)]
[Tooltip("The maximum angle the wheel has to be turned to reach it's maximum value.")]
public float maxAngle = 359f;
[Tooltip("If this is checked then the wheel cannot be turned beyond the minimum and maximum value.")]
public bool lockAtLimits = false;
protected float angularVelocityLimit = 150f;
protected float springStrengthValue = 150f;
protected float springDamperValue = 5f;
protected Quaternion initialLocalRotation;
protected Rigidbody wheelRigidbody;
protected HingeJoint wheelHinge;
protected bool wheelHingeCreated = false;
protected bool initialValueCalculated = false;
protected float springAngle;
protected override void InitRequiredComponents()
{
initialLocalRotation = transform.localRotation;
InitWheel();
}
protected override bool DetectSetup()
{
if (wheelHingeCreated)
{
wheelHinge.anchor = Vector3.up;
wheelHinge.axis = Vector3.up;
if (connectedTo)
{
wheelHinge.connectedBody = connectedTo.GetComponent<Rigidbody>();
}
}
return true;
}
protected override ControlValueRange RegisterValueRange()
{
return new ControlValueRange()
{
controlMin = minimumValue,
controlMax = maximumValue
};
}
protected override void HandleUpdate()
{
CalculateValue();
if (lockAtLimits && !initialValueCalculated)
{
transform.localRotation = initialLocalRotation;
initialValueCalculated = true;
}
}
protected virtual void InitWheel()
{
SetupRigidbody();
SetupHinge();
SetupInteractableObject();
}
protected virtual void SetupRigidbody()
{
wheelRigidbody = GetComponent<Rigidbody>();
if (wheelRigidbody == null)
{
wheelRigidbody = gameObject.AddComponent<Rigidbody>();
wheelRigidbody.angularDrag = releasedFriction;
}
wheelRigidbody.isKinematic = false;
wheelRigidbody.useGravity = false;
if (connectedTo)
{
Rigidbody connectedToRigidbody = connectedTo.GetComponent<Rigidbody>();
if (connectedToRigidbody == null)
{
connectedToRigidbody = connectedTo.AddComponent<Rigidbody>();
connectedToRigidbody.useGravity = false;
connectedToRigidbody.isKinematic = true;
}
}
}
protected virtual void SetupHinge()
{
wheelHinge = GetComponent<HingeJoint>();
if (wheelHinge == null)
{
wheelHinge = gameObject.AddComponent<HingeJoint>();
wheelHingeCreated = true;
}
SetupHingeRestrictions();
}
protected virtual void SetupHingeRestrictions()
{
float minJointLimit = 0f;
float maxJointLimit = maxAngle;
float limitOffset = maxAngle - 180f;
if (limitOffset > 0f)
{
minJointLimit -= limitOffset;
maxJointLimit = 180f;
}
if (lockAtLimits)
{
wheelHinge.useLimits = true;
JointLimits wheelLimits = new JointLimits();
wheelLimits.min = minJointLimit;
wheelLimits.max = maxJointLimit;
wheelHinge.limits = wheelLimits;
Vector3 adjustedLimitsAngle = transform.localEulerAngles;
switch (Mathf.RoundToInt(initialLocalRotation.eulerAngles.z))
{
case 0:
adjustedLimitsAngle = new Vector3(transform.localEulerAngles.x, transform.localEulerAngles.y - minJointLimit, transform.localEulerAngles.z);
break;
case 90:
adjustedLimitsAngle = new Vector3(transform.localEulerAngles.x + minJointLimit, transform.localEulerAngles.y, transform.localEulerAngles.z);
break;
case 180:
adjustedLimitsAngle = new Vector3(transform.localEulerAngles.x, transform.localEulerAngles.y + minJointLimit, transform.localEulerAngles.z);
break;
}
transform.localEulerAngles = adjustedLimitsAngle;
initialValueCalculated = false;
}
}
protected virtual void ConfigureHingeSpring()
{
JointSpring snapSpring = new JointSpring();
snapSpring.spring = springStrengthValue;
snapSpring.damper = springDamperValue;
snapSpring.targetPosition = springAngle + wheelHinge.limits.min;
wheelHinge.spring = snapSpring;
}
protected virtual void SetupInteractableObject()
{
VRTK_InteractableObject wheelInteractableObject = GetComponent<VRTK_InteractableObject>();
if (wheelInteractableObject == null)
{
wheelInteractableObject = gameObject.AddComponent<VRTK_InteractableObject>();
}
wheelInteractableObject.isGrabbable = true;
VRTK_TrackObjectGrabAttach attachMechanic;
if (grabType == GrabTypes.TrackObject)
{
attachMechanic = gameObject.AddComponent<VRTK_TrackObjectGrabAttach>();
if (lockAtLimits)
{
attachMechanic.velocityLimit = 0f;
attachMechanic.angularVelocityLimit = angularVelocityLimit;
}
}
else
{
attachMechanic = gameObject.AddComponent<VRTK_RotatorTrackGrabAttach>();
}
attachMechanic.precisionGrab = true;
attachMechanic.detachDistance = detatchDistance;
wheelInteractableObject.grabAttachMechanicScript = attachMechanic;
wheelInteractableObject.secondaryGrabActionScript = gameObject.AddComponent<SecondaryControllerGrabActions.VRTK_SwapControllerGrabAction>();
wheelInteractableObject.stayGrabbedOnTeleport = false;
wheelInteractableObject.InteractableObjectGrabbed += WheelInteractableObjectGrabbed;
wheelInteractableObject.InteractableObjectUngrabbed += WheelInteractableObjectUngrabbed;
}
protected virtual void WheelInteractableObjectGrabbed(object sender, InteractableObjectEventArgs e)
{
wheelRigidbody.angularDrag = grabbedFriction;
wheelHinge.useSpring = false;
}
protected virtual void WheelInteractableObjectUngrabbed(object sender, InteractableObjectEventArgs e)
{
wheelRigidbody.angularDrag = releasedFriction;
if (snapToStep)
{
wheelHinge.useSpring = true;
ConfigureHingeSpring();
}
}
protected virtual void CalculateValue()
{
ControlValueRange controlValueRange = RegisterValueRange();
float angle;
Vector3 axis;
Quaternion rotationDelta = transform.localRotation * Quaternion.Inverse(initialLocalRotation);
rotationDelta.ToAngleAxis(out angle, out axis);
float calculatedValue = Mathf.Round((controlValueRange.controlMin + Mathf.Clamp01(angle / maxAngle) * (controlValueRange.controlMax - controlValueRange.controlMin)) / stepSize) * stepSize;
float flatValue = calculatedValue - controlValueRange.controlMin;
float controlRange = controlValueRange.controlMax - controlValueRange.controlMin;
springAngle = (flatValue / controlRange) * maxAngle;
value = calculatedValue;
}
}
}